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path: root/drivers/gles3/rasterizer_storage_gles3.h
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#ifndef RASTERIZERSTORAGEGLES3_H
#define RASTERIZERSTORAGEGLES3_H

#include "servers/visual/rasterizer.h"
#include "shader_gles3.h"
#include "shaders/copy.glsl.h"
#include "shaders/canvas.glsl.h"




class RasterizerStorageGLES3 : public RasterizerStorage {
public:

	enum FBOFormat {
		FBO_FORMAT_16_BITS,
		FBO_FORMAT_32_BITS,
		FBO_FORMAT_FLOAT,
	};

	struct Config {

		FBOFormat fbo_format;
		bool fbo_deferred;
		GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo.

		bool shrink_textures_x2;
		bool use_fast_texture_filter;
		bool use_anisotropic_filter;

		bool s3tc_supported;
		bool latc_supported;
		bool bptc_supported;
		bool etc_supported;
		bool etc2_supported;
		bool pvrtc_supported;

		bool srgb_decode_supported;

		bool use_rgba_2d_shadows;

		float anisotropic_level;

		int max_texture_image_units;
		int max_texture_size;

		Set<String> extensions;
	} config;

	struct Shaders {

		CopyShaderGLES3 copy;
	} shaders;

	struct Resources {

		GLuint white_tex;
		GLuint black_tex;
		GLuint normal_tex;

	} resources;

	struct Info {

		uint64_t texture_mem;

	} info;


/////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////DATA///////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////















/////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////API////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////


	/* TEXTURE API */

	struct RenderTarget;

	struct Texture : public RID_Data {

		String path;
		uint32_t flags;
		int width,height;
		int alloc_width, alloc_height;
		Image::Format format;

		GLenum target;
		GLenum gl_format_cache;
		GLenum gl_internal_format_cache;
		GLenum gl_type_cache;
		int data_size; //original data size, useful for retrieving back
		bool compressed;
		bool srgb;
		int total_data_size;
		bool ignore_mipmaps;

		int mipmaps;

		bool active;
		GLuint tex_id;

		RenderTarget *render_target;

		Texture() {

			ignore_mipmaps=false;
			render_target=NULL;
			flags=width=height=0;
			tex_id=0;
			data_size=0;
			format=Image::FORMAT_L8;
			active=false;
			compressed=false;
			total_data_size=0;
			target=GL_TEXTURE_2D;
			mipmaps=0;

		}

		~Texture() {

			if (tex_id!=0) {

				glDeleteTextures(1,&tex_id);
			}
		}
	};

	mutable RID_Owner<Texture> texture_owner;

	Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags, GLenum& r_gl_format, GLenum& r_gl_internal_format, GLenum &r_type, bool &r_compressed, bool &srgb);

	virtual RID texture_create();
	virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT);
	virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
	virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const;
	virtual void texture_set_flags(RID p_texture,uint32_t p_flags);
	virtual uint32_t texture_get_flags(RID p_texture) const;
	virtual Image::Format texture_get_format(RID p_texture) const;
	virtual uint32_t texture_get_width(RID p_texture) const;
	virtual uint32_t texture_get_height(RID p_texture) const;
	virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);

	virtual void texture_set_path(RID p_texture,const String& p_path);
	virtual String texture_get_path(RID p_texture) const;

	virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);

	virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);


	/* SHADER API */

	struct Shader : public RID_Data {


	};


	virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_SPATIAL);

	virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
	virtual VS::ShaderMode shader_get_mode(RID p_shader) const;

	virtual void shader_set_code(RID p_shader, const String& p_code);
	virtual String shader_get_code(RID p_shader) const;
	virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;

	virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
	virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;


	/* COMMON MATERIAL API */

	virtual RID material_create();

	virtual void material_set_shader(RID p_shader_material, RID p_shader);
	virtual RID material_get_shader(RID p_shader_material) const;

	virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
	virtual Variant material_get_param(RID p_material, const StringName& p_param) const;

	/* MESH API */

	virtual RID mesh_create();

	virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >());

	virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
	virtual int mesh_get_morph_target_count(RID p_mesh) const;


	virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode);
	virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;

	virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
	virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;

	virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
	virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;

	virtual DVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const;
	virtual DVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const;


	virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
	virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;

	virtual void mesh_remove_surface(RID p_mesh,int p_index);
	virtual int mesh_get_surface_count(RID p_mesh) const;

	virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
	virtual AABB mesh_get_custom_aabb(RID p_mesh) const;

	virtual AABB mesh_get_aabb(RID p_mesh) const;
	virtual void mesh_clear(RID p_mesh);

	/* MULTIMESH API */


	virtual RID multimesh_create();

	virtual void multimesh_allocate(RID p_multimesh,int p_instances,VS::MultimeshTransformFormat p_transform_format,VS::MultimeshColorFormat p_color_format,bool p_gen_aabb=true);
	virtual int multimesh_get_instance_count(RID p_multimesh) const;

	virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
	virtual void multimesh_set_custom_aabb(RID p_multimesh,const AABB& p_aabb);
	virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
	virtual void multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& p_transform);
	virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);

	virtual RID multimesh_get_mesh(RID p_multimesh) const;
	virtual AABB multimesh_get_custom_aabb(RID p_multimesh) const;

	virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
	virtual Matrix32 multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const;
	virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;

	virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
	virtual int multimesh_get_visible_instances(RID p_multimesh) const;

	virtual AABB multimesh_get_aabb(RID p_mesh) const;

	/* IMMEDIATE API */

	virtual RID immediate_create();
	virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID());
	virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
	virtual void immediate_vertex_2d(RID p_immediate,const Vector3& p_vertex);
	virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
	virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
	virtual void immediate_color(RID p_immediate,const Color& p_color);
	virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv);
	virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
	virtual void immediate_end(RID p_immediate);
	virtual void immediate_clear(RID p_immediate);
	virtual void immediate_set_material(RID p_immediate,RID p_material);
	virtual RID immediate_get_material(RID p_immediate) const;

	/* SKELETON API */

	virtual RID skeleton_create();
	virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false);
	virtual int skeleton_get_bone_count(RID p_skeleton) const;
	virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
	virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone) const;
	virtual void skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform);
	virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const;

	/* Light API */

	virtual RID light_create(VS::LightType p_type);

	virtual void light_set_color(RID p_light,const Color& p_color);
	virtual void light_set_param(RID p_light,VS::LightParam p_param,float p_value);
	virtual void light_set_shadow(RID p_light,bool p_enabled);
	virtual void light_set_projector(RID p_light,RID p_texture);
	virtual void light_set_attenuation_texure(RID p_light,RID p_texture);
	virtual void light_set_negative(RID p_light,bool p_enable);
	virtual void light_set_cull_mask(RID p_light,uint32_t p_mask);
	virtual void light_set_shader(RID p_light,RID p_shader);


	virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode);

	/* PROBE API */

	virtual RID reflection_probe_create();

	virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity);
	virtual void reflection_probe_set_clip(RID p_probe, float p_near, float p_far);
	virtual void reflection_probe_set_min_blend_distance(RID p_probe, float p_distance);
	virtual void reflection_probe_set_extents(RID p_probe, const Vector3& p_extents);
	virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset);
	virtual void reflection_probe_set_enable_parallax_correction(RID p_probe, bool p_enable);
	virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution);
	virtual void reflection_probe_set_hide_skybox(RID p_probe, bool p_hide);
	virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);


	/* ROOM API */

	virtual RID room_create();
	virtual void room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform);
	virtual void room_clear_bounds(RID p_room);

	/* PORTAL API */

	// portals are only (x/y) points, forming a convex shape, which its clockwise
	// order points outside. (z is 0);

	virtual RID portal_create();
	virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape);
	virtual void portal_set_enabled(RID p_portal, bool p_enabled);
	virtual void portal_set_disable_distance(RID p_portal, float p_distance);
	virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);


	/* RENDER TARGET */

	struct RenderTarget : public RID_Data {

		struct Color {
			GLuint fbo;
			GLuint color;
		} front,back;

		GLuint depth;

		struct Deferred {
			GLuint fbo;
			GLuint fbo_color;

			GLuint albedo_ao;
			GLuint metal_rough_motion;
			GLuint normal_special;
		} deferred;

		int width,height;

		bool flags[RENDER_TARGET_FLAG_MAX];

		bool used_in_frame;

		RID texture;

		RenderTarget() {

			width=0;
			height=0;
			depth=0;
			front.fbo=0;
			back.fbo=0;
			deferred.fbo=0;
			deferred.fbo_color=0;
			used_in_frame=false;

			flags[RENDER_TARGET_VFLIP]=false;
			flags[RENDER_TARGET_TRANSPARENT]=false;
			flags[RENDER_TARGET_NO_3D]=false;
			flags[RENDER_TARGET_NO_SAMPLING]=false;
		}
	};

	mutable RID_Owner<RenderTarget> render_target_owner;

	void _render_target_clear(RenderTarget *rt);
	void _render_target_allocate(RenderTarget *rt);

	virtual RID render_target_create();
	virtual void render_target_set_size(RID p_render_target,int p_width, int p_height);
	virtual RID render_target_get_texture(RID p_render_target) const;

	virtual void render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value);
	virtual bool render_target_renedered_in_frame(RID p_render_target);

	/* CANVAS SHADOW */

	struct CanvasLightShadow : public RID_Data {

		int size;
		int height;
		GLuint fbo;
		GLuint depth;
		GLuint distance; //for older devices
	};

	RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;

	virtual RID canvas_light_shadow_buffer_create(int p_width);

	/* LIGHT SHADOW MAPPING */

	struct CanvasOccluder : public RID_Data {

		GLuint vertex_id; // 0 means, unconfigured
		GLuint index_id; // 0 means, unconfigured
		DVector<Vector2> lines;
		int len;
	};

	RID_Owner<CanvasOccluder> canvas_occluder_owner;

	virtual RID canvas_light_occluder_create();
	virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines);

	virtual bool free(RID p_rid);


	struct Frame {

		RenderTarget *current_rt;

		bool clear_request;
		Color clear_request_color;
		int canvas_draw_commands;
	} frame;

	void initialize();
	void finalize();



	RasterizerStorageGLES3();
};


#endif // RASTERIZERSTORAGEGLES3_H